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I would like to transfer my high res ambient occlusion down to my low res with transfer maps. The help file says this should work but I’ve found a fetal flaw. If the high res mesh intersects the low res mesh anywhere the occlusion bakes out with corrupted pixels in those areas. Anyone found a work around for this? Simply scaling the model up is also not an option since that drastically changes how the occlusion is baked.
Here’s what I’ve tried so far and failed.
1. Scaling the low res mesh up so there is no intersection.
2. Baking a custom shader.
3. Baking in world space and moving the low res away from the high res.
4. Hiding the low res and setting render attributes to off.
5. Using an envelope to bake.
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Never mind figured it out.
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Would be nice of you to share your solution here for others that might run into this problem…
n8skow [FA]
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Not sure why I didn’t post my solution. As I recall mental ray needs the object in world space and the pivot of the high and low need to be in the same spot, and the history deleted and transforms unfrozen.
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